qzdoom/src/hwrenderer/data/hw_sections.h
Christoph Oelckers 0deb388a75 - automatically create sections and store them with the level data.
- added subsector indexing to sections.

This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00

140 lines
No EOL
3.4 KiB
C++

#ifndef __GL_SECTIONS_H
#define __GL_SECTIONS_H
#include <algorithm>
#include "tarray.h"
#include "r_defs.h"
// Undefine Windows garbage.
#ifdef min
#undef min
#endif
#ifdef max
#undef max
#endif
//==========================================================================
//
//
//
//==========================================================================
struct BoundingRect
{
double left, top, right, bottom;
bool contains(const BoundingRect & other)
{
return left <= other.left && top <= other.top && right >= other.right && bottom >= other.bottom;
}
bool intersects(const BoundingRect & other)
{
return !(other.left > right ||
other.right < left ||
other.top > bottom ||
other.bottom < top);
}
void Union(const BoundingRect & other)
{
if (other.left < left) left = other.left;
if (other.right > right) right = other.right;
if (other.top < top) top = other.top;
if (other.bottom > bottom) bottom = other.bottom;
}
double distanceTo(const BoundingRect &other)
{
if (intersects(other)) return 0;
return std::max(std::min(fabs(left - other.right), fabs(right - other.left)),
std::min(fabs(top - other.bottom), fabs(bottom - other.top)));
}
void addVertex(double x, double y)
{
if (x < left) left = x;
if (x > right) right = x;
if (y < top) top = y;
if (y > bottom) bottom = y;
}
bool operator == (const BoundingRect &other)
{
return left == other.left && top == other.top && right == other.right && bottom == other.bottom;
}
};
struct FSectionLine
{
vertex_t *start;
vertex_t *end;
FSectionLine *partner;
side_t *sidedef;
};
struct FSection
{
// tbd: Do we need a list of subsectors here? Ideally the subsectors should not be used anywhere anymore except for finding out where a location is.
TArrayView<FSectionLine> segments;
TArrayView<side_t *> sides; // contains all sidedefs, including the internal ones that do not make up the outer shape. (this list is not exclusive. A sidedef can be in multiple sections!)
TArrayView<subsector_t *> subsectors; // contains all sidedefs, including the internal ones that do not make up the outer shape. (this list is not exclusive. A sidedef can be in multiple sections!)
sector_t *sector;
FLightNode *lighthead; // Light nodes (blended and additive)
BoundingRect bounds;
int validcount;
short mapsection;
char hacked; // 1: is part of a render hack
};
class FSectionContainer
{
public:
TArray<FSectionLine> allLines;
TArray<FSection> allSections;
//TArray<vertex_t*> allVertices;
TArray<side_t *> allSides;
TArray<subsector_t *> allSubsectors;
TArray<int> allIndices;
int *sectionForSubsectorPtr; // stored inside allIndices
int *sectionForSidedefPtr; // also stored inside allIndices;
FSection *SectionForSubsector(subsector_t *sub)
{
return SectionForSubsector(sub->Index());
}
FSection *SectionForSubsector(int ssindex)
{
return ssindex < 0 ? nullptr : &allSections[sectionForSubsectorPtr[ssindex]];
}
FSection *SectionForSidedef(side_t *side)
{
return SectionForSidedef(side->Index());
}
FSection *SectionForSidedef(int sindex)
{
return sindex < 0 ? nullptr : &allSections[sectionForSidedefPtr[sindex]];
}
void Clear()
{
allLines.Clear();
allSections.Clear();
allIndices.Clear();
}
void Reset()
{
Clear();
allLines.ShrinkToFit();
allSections.ShrinkToFit();
allIndices.ShrinkToFit();
}
};
void CreateSections(FSectionContainer &container);
#endif